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@zmarcos
Last active February 8, 2020 13:18
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Checkers Shadow Material
[gd_resource type="ShaderMaterial" load_steps=7 format=2]
[sub_resource type="VisualShaderNodeGlobalExpression" id=1]
size = Vector2( 690, 490 )
expression = "float checker(vec3 uva){
vec3 c = uva;
c *= 40.0;//square modifier, recommended values (20,40,80,160)
c = mod(trunc(c), 2.0);
float r = 0.0;
if(c.x > 0.0 && c.y < 1.0){
r = 1.0;
}
if(c.x < 1.0 && c.y > 0.0){
r = 1.0;
}
return r;
}
float luma(vec3 cor){
return (cor.r * 0.2126) + (cor.g * 0.7152) + (cor.b * 0.0722);
}
vec3 correct_ratio(vec3 uva, vec3 vport){
vec3 r = uva;
float ratio = vport.x / vport.y;
r.x *= ratio;
return r;
}"
[sub_resource type="VisualShaderNodeExpression" id=2]
size = Vector2( 639, 348 )
expression = "o0 = checker(correct_ratio(i0, i1));
o1 = 1.0;
o2 = i2;
vec3 c = texture(SCREEN_TEXTURE, i0.xy).rgb;
o2 = c;
float l = luma(c);
if((l < 0.1)&&(l > 0.01)){
//o1 = 0.0;
if(o0 > 0.0){
o2 = i2;
}
}"
[sub_resource type="VisualShaderNodeInput" id=3]
input_name = "viewport_size"
[sub_resource type="VisualShaderNodeColorUniform" id=4]
uniform_name = "color1"
[sub_resource type="VisualShaderNodeInput" id=5]
input_name = "screen_uv"
[sub_resource type="VisualShader" id=6]
code = "shader_type spatial;
render_mode diffuse_toon, specular_disabled, unshaded, shadows_disabled, ambient_light_disabled;
uniform vec4 color1 : hint_color;
// GlobalExpression:0
float checker(vec3 uva){
vec3 c = uva;
c *= 40.0;//square modifier, recommended values (20,40,80,160)
c = mod(trunc(c), 2.0);
float r = 0.0;
if(c.x > 0.0 && c.y < 1.0){
r = 1.0;
}
if(c.x < 1.0 && c.y > 0.0){
r = 1.0;
}
return r;
}
float luma(vec3 cor){
return (cor.r * 0.2126) + (cor.g * 0.7152) + (cor.b * 0.0722);
}
vec3 correct_ratio(vec3 uva, vec3 vport){
vec3 r = uva;
float ratio = vport.x / vport.y;
r.x *= ratio;
return r;
}
void vertex() {
// Output:0
}
void fragment() {
// Input:8
vec3 n_out8p0;
n_out8p0 = vec3(SCREEN_UV,0.0);
// Input:21
vec3 n_out21p0;
n_out21p0 = vec3(VIEWPORT_SIZE, 0.0);
// ColorUniform:23
vec3 n_out23p0;
float n_out23p1;
n_out23p0 = color1.rgb;
n_out23p1 = color1.a;
// Expression:20
float n_out20p0;
float n_out20p1;
vec3 n_out20p2;
n_out20p0=0.0;
n_out20p1=0.0;
n_out20p2=vec3(0.0, 0.0, 0.0);
{
n_out20p0 = checker(correct_ratio(n_out8p0, n_out21p0));
n_out20p1 = 1.0;
n_out20p2 = n_out23p0;
vec3 c = texture(SCREEN_TEXTURE, n_out8p0.xy).rgb;
n_out20p2 = c;
float l = luma(c);
if((l < 0.1)&&(l > 0.01)){
//n_out20p1 = 0.0;
if(n_out20p0 > 0.0){
n_out20p2 = n_out23p0;
}
}
}
// Output:0
ALBEDO = n_out20p2;
ALPHA = n_out20p1;
}
void light() {
// Output:0
}
"
graph_offset = Vector2( 0, -10.7877 )
modes/diffuse = 4
modes/specular = 4
flags/ambient_light_disabled = true
flags/shadows_disabled = true
flags/unshaded = true
nodes/fragment/0/position = Vector2( 1040, 40 )
nodes/fragment/8/node = SubResource( 5 )
nodes/fragment/8/position = Vector2( 20, 40 )
nodes/fragment/19/node = SubResource( 1 )
nodes/fragment/19/position = Vector2( 20, 400 )
nodes/fragment/19/size = Vector2( 690, 490 )
nodes/fragment/19/input_ports = ""
nodes/fragment/19/output_ports = ""
nodes/fragment/19/expression = "float checker(vec3 uva){
vec3 c = uva;
c *= 40.0;//square modifier, recommended values (20,40,80,160)
c = mod(trunc(c), 2.0);
float r = 0.0;
if(c.x > 0.0 && c.y < 1.0){
r = 1.0;
}
if(c.x < 1.0 && c.y > 0.0){
r = 1.0;
}
return r;
}
float luma(vec3 cor){
return (cor.r * 0.2126) + (cor.g * 0.7152) + (cor.b * 0.0722);
}
vec3 correct_ratio(vec3 uva, vec3 vport){
vec3 r = uva;
float ratio = vport.x / vport.y;
r.x *= ratio;
return r;
}"
nodes/fragment/20/node = SubResource( 2 )
nodes/fragment/20/position = Vector2( 340, 40 )
nodes/fragment/20/size = Vector2( 639, 348 )
nodes/fragment/20/input_ports = "0,1,i0;1,1,i1;2,1,i2;"
nodes/fragment/20/output_ports = "0,0,o0;1,0,o1;2,1,o2;"
nodes/fragment/20/expression = "o0 = checker(correct_ratio(i0, i1));
o1 = 1.0;
o2 = i2;
vec3 c = texture(SCREEN_TEXTURE, i0.xy).rgb;
o2 = c;
float l = luma(c);
if((l < 0.1)&&(l > 0.01)){
//o1 = 0.0;
if(o0 > 0.0){
o2 = i2;
}
}"
nodes/fragment/21/node = SubResource( 3 )
nodes/fragment/21/position = Vector2( 20, 120 )
nodes/fragment/23/node = SubResource( 4 )
nodes/fragment/23/position = Vector2( 20, 200 )
nodes/fragment/connections = PoolIntArray( 8, 0, 20, 0, 21, 0, 20, 1, 20, 2, 0, 0, 20, 1, 0, 1, 23, 0, 20, 2 )
[resource]
shader = SubResource( 6 )
shader_param/color1 = Color( 0, 0, 0, 1 )
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